Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Pilotable Ship selection
A lot less ships, but a lot more detailed. Every ship in the game has a cockpit/bridge. Ships have crew. No more M classification, only S, M, L and XL. 3.0 and the Split DLC will add more ships.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Ship Customization
Similar logic to Rebirth, less weapon options, but all types are completely different. Although there are some problems with balancing and usability still. You can paint your ships. You can craft modifications for your ships, but that system is a little rough around the edges with the RNG stats.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Space-combat difficulty
Dogfighting is very similar to previous titles, capital ship combat and fleet movement has its shortcomings, but will see improvements in 3.0.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Breadth of play options (transporting people, cargo, making stations to sell spaceweed - lol, etc)
I think you can definitely do anything you could do in previos games, plus there is sector takeover and actual dynamic wars happening, the universe is generally a lot more dynamic, and 3.0 is promised to improve it a lot further.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Size of play universe
Definitely less sectors than in AP, although for me the universe still feels huge, but it is differently structured with superhighways and orbital accelerators connecting sectors inside the same systems, and a highway "ring" connecting core sectors, which makes them quicly traversable. All sectors are generally a lot bigger than in X3. Draw distance is also a lot higher for stations. 3.0 will introduce more sectors.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Immersion
IMO a huge improvement compared to X3. Even if it is not super sophisticated, stations and ship exploration adds a lot of immersion. Only thing that needs to be fixed is the "unstable" music, which gets disrupted quite often still.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Economy (both challenge and how robust it is so that systems dont suddenly depopulate, etc...)
If you know what options you have and know what you are doing, than it isn't hard to get rich, but I would argue that this was true for previous game too. But ships are cheaper, so you can get a lot of ships sooner than in previous games. I don't have any problems with economy and trading 2.6, everything seems to be working for me. I think most complaints are about the lacking endgame, when you are extremely rich and powerful, but that seems to be addressed in 3.0.
Sam97531 wrote: ↑Thu, 31. Oct 19, 19:56
Anything other metric we should look at?
No loading screens at all. Anywhere. Custom player logos. Real simulated docking on stations and larger ships. The map allows you to play the game in RTS mode. Very much improved station building. Natural phenomenon and other things to discover in deep space. No jumpdrives, but you can research teleportation for yourself and then you can teleport to your ships and stations. No plot missions, only generic and war related generated missions. 3.0 and the Split DLC will introduce plot missions.